LEGENDSA larger repair and upgrade bundle. Reported expiry: October 31, 2026.
Choose a hero. Time each turn. Build a lineage that lasts.
Pixel Lineage is a fast turn-based roguelike RPG on Roblox. Create a class-based hero, travel branching adventure paths alone or with a party, and use timing prompts to attack and defend. This wiki explains the decisions behind classes, gear, pets and permanent progression so you can plan the next run.
Independent fan guide. Roblox and Pixel Lineage belong to their respective owners.
The newest guide publications and revisions on this site, ordered by article metadata. These are guide updates, not a game patch timeline.

Set out solo or with a party, compare path events, and plan healing, training, and optional fights before the land’s final boss.

Compare foe HP, power, and reward multipliers across three difficulties, then choose a setting that fits your timing and survival.

Understand permanent Lineage stat bonuses, what survives hero death, and how Torment’s Valor rewards support bloodline progression.

Spend Valor and gold at the Hall of Lineage, understand permanent stat gains, and balance a rank purchase with reliable Torment earning.

Prepare for Torment’s daily lands, afflictions, boons, and tier scaling, then reach the final chest for gear and permanent-progression Valor.

Meet Torment’s level-50 and completed-story requirements, understand the three-land route, and plan your first daily chest clear.

Enter level-20 Arena, understand daily attacks and AI opponents, and prepare for reduced build effects, no Potions, and the HP-fraction timeout.

Compare win and loss tokens, monthly rating-tier rewards, and token-shop costs so you can choose between gold and title goals.

Find castle repairs, crafting, potions, trading, pets, and progression services, with the access costs and rules that affect each visit.
Choose a complete starting route, compare permanent class kits, activate an armor set or understand your guild raid rewards.

Start a hero, collect castle rewards, finish a Normal adventure, and put your first drops and gold toward useful upgrades.

Browse eighteen Super branches by base class, compare their combat styles and move names, and understand the permanent shrine choice.

Compare twelve armor-set effects, understand full-set activation and attunement, and separate equipped stats from cosmetic vanity.

Compare Champion, Vanguard, and Slayer hoards, check hit eligibility, and understand account-wide weekly tokens and Raid Gate purchases.
Learn one complete adventure loop before spending heavily on a build. Your hero has three lives, so a difficult fight costs more than a slow clear. Prepare at the castle, then use the opening road to practice timing and path choices.
First milestone Complete an opening adventure, return with useful loot and identify the next castle service you actually need.
Already created a hero?Begin at the step that matches your current progress; extra spins are not required to learn combat.
At hero creation
Before leaving the castle
During the opening fights
Back at the castle
Battle losses consume a hero life. Learn the route and timing on Normal before making a run harder solely for the reward multiplier.
Follow the full beginner routeThese three reward bundles are a preview of the current Codes page. Claim the ones that match your next goal: repair money, race or talent spins, and consumables are useful at different stages. Rewards are once per account, so switching heroes does not create another claim.
LEGENDSA larger repair and upgrade bundle. Reported expiry: October 31, 2026.
TORMENTUseful when you want more build choices. Reported expiry: October 31, 2026.
SLOOTHThe earlier expiry makes this worth checking first: October 11, 2026.
Warrior is our comfortable starting choice for solo survival. Bard and Archer offer approachable alternatives; other classes ask more from timing or resource planning. These grades compare base-class openings before permanent evolutions change the build.
For a first solo Normal adventure, we prioritize survival, recovery and a clear turn plan. A lower grade can still suit your preferred play style.
Choose it while learning defense timing; use Taunt only when you can safely receive the redirected attacks.
Choose it when recoverable chip damage ends your runs; heal early enough that you survive the next hostile turn.
Choose it for straightforward offense; if health keeps falling, improve defense decisions instead of expecting damage skills to heal.
Keep it if repeated-hit timing feels comfortable; favor gear that supports its actual physical moves.
Choose it when you enjoy saving for spells; budget the next defensive turn before spending your full reserve.
Choose it when dagger timing appeals; if recovery repeatedly blocks progress, compare a healing option before investing in a branch.
Grades describe this early solo goal; they do not predict endgame damage or party performance.
Choose a Super for the turns you want to repeat, then commit at the Dungeon Trainer Shrine. Each base class has three branches, and the choice is permanent for that hero. Compare its current moves before planning around a later Ultra.
Read the Dungeon Act 2 path cards for the Trainer. If the card has not appeared, continue that adventure rather than searching castle buildings. Tell a party about your class goal before its path vote.
Warrior: Berserk, Sentinel or Greatsword. Thief: Rogue, Assassin or Beast Tamer. Mage: Cleric, Hexer or Summoner. Fist: Monk, Brawler or Oni. Bard: Minstrel, Siren or Pianist. Archer: Ranger, Deadeye or Corsair. Compare your three valid kits; another class’s branch is unavailable to this hero.
The first Super move arrives immediately, the second at level 10 and the third at level 14. Compare the immediate move with your Energy plan: a later skill cannot solve a fight before it unlocks. Accept the permanent choice only when the opening tool also fits.
Each Super has a matching Ultra. Its Sigil awakens the branch; corresponding Tomes teach later Ultra moves. If a particular Ultra is your goal, confirm its matching Super before committing. A Sigil from a different branch does not support that plan.
Check Energy cost and cooldown separately. Pixel Lineage starts battles with one Energy and adds one each round. An expensive move can be blocked while its cooldown is clear; extra Energy cannot clear a cooldown. Choose an action that addresses the actual shortage.
The skill has no remaining cooldown, but your reserve is below its cost after spending on cheaper actions.
What to checkOrdinary income adds one Energy per round. Meditate adds one by using your turn. Increasing maximum Energy does not increase this ordinary income.
Your reserve covers the cost, but the move still shows a cooldown after its previous use.
What to checkCooldown is a separate limit. Another action advances combat while letting you retain Energy for the next available use.
After an expensive spell, your Mage cannot use the defensive action or receives a smaller barrier than expected.
What to checkMage Guard costs one Energy and scales its barrier with held Energy. Meditate supplies a point but does not also perform Guard.
Raise difficulty when your party finishes the land consistently with health and useful actions remaining. Hard and Nightmare increase rewards and enemy pressure. Compare completed runs: a larger multiplier does not guarantee a better return for a hero that repeatedly falls before the boss.
Hone pieces that earn their slot, then stop when the next attempt threatens a more useful goal. FORGE requires gold and a matching-rarity whetstone. Each level adds 8% stats up to +10; success falls at higher levels, and failed attempts from +5 can downgrade the piece.
Your class-compatible piece improves the road. Compare another hone with the castle service competing for that gold.
From +5, a failed attempt has a 50% chance to lower the piece one level. That loss can disrupt a reliable clear.
Match two pets by family and rarity. Exact species can differ, but unrelated families or different rarity tiers do not form the required pair. Before fusing, decide whether the higher tier offers a useful level ceiling, ability slot or later progression goal.
Compare the eight family labels: Canine, Feline, Avian, Reptile, Aquatic, Spooky, Woodland and Automaton. Species can differ within one family; appearance alone does not establish a match.
Both inputs need the same rarity, and fusion advances the pair to the next tier. A higher-rarity pet is not a replacement for the missing partner of a lower-rarity pet. Keep unmatched spares until another valid pair exists.
Level caps rise through 30, 50, 70, 90 and 100; ability slots progress through one, two, two, three and three. A higher tier therefore does not always add an immediate slot. Legendary and Divine pets are fusion-only, making matched spares useful for those later goals.
Only one pet is equipped. It is invulnerable, bites during battle and gains charge toward its special action. Compare its contribution to your hero before choosing it solely for rarity. Battle wins and feeding spare gear or materials support leveling.
The 1,000-gold cost is for founding a guild. Joining uses an invitation from a leader or officer at the Guild Hall. Guild membership then opens shared activities; creating a guild and joining an existing one are different decisions.
Arena unlocks at level 20 and uses an AI-controlled opponent. A loss affects rating rather than consuming a hero life. The mode has its own normalized build rules, so its results should not be treated as a direct test of your adventure difficulty.
Yes. Hall of Lineage upgrades are permanent account progression bought with Valor and gold. They raise core stats and apply beyond the current hero. That persistence is different from the hero’s three-life limit and from a permanent class choice on one hero.
No. Oath progression and awakening are separate. The full awakened power arrives at rank 3, so compare the current rank’s benefit before expecting the complete effect. Use the oath guide when deciding where to invest Knowledge.